// Simple OpenGL ES 1.x application showing how to initialize and draw something.

#include <EGL/egl.h>

#include <GLES/gl.h>
#include <GLES/glext.h>
//
//#include <ui/FramebufferNativeWindow.h>
//#include <ui/EGLUtils.h>

#include <stdio.h>

#include <stdlib.h>
#include <math.h>

#include "gl2_basic.h"

#include <android/log.h>

#define TAG "gl_basic"

#define fprintf(...)  __android_log_print(ANDROID_LOG_WARN,TAG,__VA_ARGS__)

//using namespace android;

EGLDisplay eglDisplay;
EGLSurface eglSurface;
EGLContext eglContext;
GLuint texture;

#define FIXED_ONE 0x10000
#define ITERATIONS 50

int init_gl_surface(void);
void free_gl_surface(void);
void init_scene(void);
void render();
void create_texture(void);
int readTimer(void);

static void printGLString(const char *name, GLenum s) {
    const char *v = (const char *) glGetString(s);
    fprintf("GL %s = %s\n", name, v);
}

static void gluLookAt(float eyeX, float eyeY, float eyeZ,
        float centerX, float centerY, float centerZ, float upX, float upY,
        float upZ)
{
    // See the OpenGL GLUT documentation for gluLookAt for a description
    // of the algorithm. We implement it in a straightforward way:

    float fx = centerX - eyeX;
    float fy = centerY - eyeY;
    float fz = centerZ - eyeZ;

    // Normalize f
    float rlf = 1.0f / sqrtf(fx*fx + fy*fy + fz*fz);
    fx *= rlf;
    fy *= rlf;
    fz *= rlf;

    // Normalize up
    float rlup = 1.0f / sqrtf(upX*upX + upY*upY + upZ*upZ);
    upX *= rlup;
    upY *= rlup;
    upZ *= rlup;

    // compute s = f x up (x means "cross product")

    float sx = fy * upZ - fz * upY;
    float sy = fz * upX - fx * upZ;
    float sz = fx * upY - fy * upX;

    // compute u = s x f
    float ux = sy * fz - sz * fy;
    float uy = sz * fx - sx * fz;
    float uz = sx * fy - sy * fx;

    float m[16] ;
    m[0] = sx;
    m[1] = ux;
    m[2] = -fx;
    m[3] = 0.0f;

    m[4] = sy;
    m[5] = uy;
    m[6] = -fy;
    m[7] = 0.0f;

    m[8] = sz;
    m[9] = uz;
    m[10] = -fz;
    m[11] = 0.0f;

    m[12] = 0.0f;
    m[13] = 0.0f;
    m[14] = 0.0f;
    m[15] = 1.0f;

    glMultMatrixf(m);
    glTranslatef(-eyeX, -eyeY, -eyeZ);
}

//void printEGLConfiguration(EGLDisplay dpy, EGLConfig config) {

//#define X(VAL) {VAL, #VAL}
//    struct {EGLint attribute; const char* name;} names[] = {
//    X(EGL_BUFFER_SIZE),
//    X(EGL_ALPHA_SIZE),
//    X(EGL_BLUE_SIZE),
//    X(EGL_GREEN_SIZE),
//    X(EGL_RED_SIZE),
//    X(EGL_DEPTH_SIZE),
//    X(EGL_STENCIL_SIZE),
//    X(EGL_CONFIG_CAVEAT),
//    X(EGL_CONFIG_ID),
//    X(EGL_LEVEL),
//    X(EGL_MAX_PBUFFER_HEIGHT),
//    X(EGL_MAX_PBUFFER_PIXELS),
//    X(EGL_MAX_PBUFFER_WIDTH),
//    X(EGL_NATIVE_RENDERABLE),
//    X(EGL_NATIVE_VISUAL_ID),
//    X(EGL_NATIVE_VISUAL_TYPE),
//    X(EGL_SAMPLES),
//    X(EGL_SAMPLE_BUFFERS),
//    X(EGL_SURFACE_TYPE),
//    X(EGL_TRANSPARENT_TYPE),
//    X(EGL_TRANSPARENT_RED_VALUE),
//    X(EGL_TRANSPARENT_GREEN_VALUE),
//    X(EGL_TRANSPARENT_BLUE_VALUE),
//    X(EGL_BIND_TO_TEXTURE_RGB),
//    X(EGL_BIND_TO_TEXTURE_RGBA),
//    X(EGL_MIN_SWAP_INTERVAL),
//    X(EGL_MAX_SWAP_INTERVAL),
//    X(EGL_LUMINANCE_SIZE),
//    X(EGL_ALPHA_MASK_SIZE),
//    X(EGL_COLOR_BUFFER_TYPE),
//    X(EGL_RENDERABLE_TYPE),
//    X(EGL_CONFORMANT),
//   };
//#undef X
//
//    for (size_t j = 0; j < sizeof(names) / sizeof(names[0]); j++) {
//        EGLint value = -1;
//        EGLint returnVal = eglGetConfigAttrib(dpy, config, names[j].attribute, &value);
//        EGLint error = eglGetError();
//        if (returnVal && error == EGL_SUCCESS) {
//            printf(" %s: ", names[j].name);
//            printf("%d (0x%x)", value, value);
//        }
//    }
//    printf("\n");
//}
//
//static void checkEglError(const char* op, EGLBoolean returnVal = EGL_TRUE) {
//    if (returnVal != EGL_TRUE) {
//        fprintf("%s() returned %d\n", op, returnVal);
//    }
//
//    for (EGLint error = eglGetError(); error != EGL_SUCCESS; error
//            = eglGetError()) {
//        fprintf("after %s() eglError %s (0x%x)\n", op, EGLUtils::strerror(error),
//                error);
//    }
//}

//int printEGLConfigurations(EGLDisplay dpy) {
//    EGLint numConfig = 0;
//    EGLint returnVal = eglGetConfigs(dpy, NULL, 0, &numConfig);
//    checkEglError("eglGetConfigs", returnVal);
//    if (!returnVal) {
//        return false;
//    }
//
//    printf("Number of EGL configurations: %d\n", numConfig);
//
//    EGLConfig* configs = (EGLConfig*) malloc(sizeof(EGLConfig) * numConfig);
//    if (! configs) {
//        printf("Could not allocate configs.\n");
//        return false;
//    }
//
//    returnVal = eglGetConfigs(dpy, configs, numConfig, &numConfig);
//    checkEglError("eglGetConfigs", returnVal);
//    if (!returnVal) {
//        free(configs);
//        return false;
//    }
//
//    for(int i = 0; i < numConfig; i++) {
//        printf("Configuration %d\n", i);
//        printEGLConfiguration(dpy, configs[i]);
//    }
//
//    free(configs);
//    return true;
//}

int setupGraphics(int w, int h)
{
//    int q;
//    int start, end;
//    printf("Initializing EGL...\n");
//    if(!init_gl_surface())
//    {
//        printf("GL initialisation failed - exiting\n");
//        return 0;
//    }
    init_scene();
    create_texture();
    printf("Running...\n");
//    while(true) {
//        render();
//    }
//    free_gl_surface();
    return 0;
}

//int init_gl_surface(void)
//{
//    EGLint numConfigs = 1;
//    EGLConfig myConfig = {0};
//    EGLint attrib[] =
//    {
//            EGL_SURFACE_TYPE, EGL_WINDOW_BIT,
//            EGL_NONE
//    };
//
//    if ( (eglDisplay = eglGetDisplay(EGL_DEFAULT_DISPLAY)) == EGL_NO_DISPLAY )
//    {
//        printf("eglGetDisplay failed\n");
//        return 0;
//    }
//
//    if ( eglInitialize(eglDisplay, NULL, NULL) != EGL_TRUE )
//    {
//        printf("eglInitialize failed\n");
//        return 0;
//    }
//
//    if (! printEGLConfigurations(eglDisplay)) {
//        printf("printEGLConfigurations failed.\n");
//        return 0;
//    }
//
//    EGLNativeWindowType window = android_createDisplaySurface();
//    EGLUtils::selectConfigForNativeWindow(eglDisplay, attrib, window, &myConfig);
//
//    if ( (eglSurface = eglCreateWindowSurface(eglDisplay, myConfig,
//            window, 0)) == EGL_NO_SURFACE )
//    {
//        printf("eglCreateWindowSurface failed\n");
//        return 0;
//    }
//
//    if ( (eglContext = eglCreateContext(eglDisplay, myConfig, 0, 0)) == EGL_NO_CONTEXT )
//    {
//        printf("eglCreateContext failed\n");
//        return 0;
//    }
//
//    if ( eglMakeCurrent(eglDisplay, eglSurface, eglSurface, eglContext) != EGL_TRUE )
//    {
//        printf("eglMakeCurrent failed\n");
//        return 0;
//    }
//
//    int w, h;
//
//    eglQuerySurface(eglDisplay, eglSurface, EGL_WIDTH, &w);
//    checkEglError("eglQuerySurface");
//    eglQuerySurface(eglDisplay, eglSurface, EGL_HEIGHT, &h);
//    checkEglError("eglQuerySurface");
//    GLint dim = w < h ? w : h;
//
//    fprintf("Window dimensions: %d x %d\n", w, h);
//
//    printGLString("Version", GL_VERSION);
//    printGLString("Vendor", GL_VENDOR);
//    printGLString("Renderer", GL_RENDERER);
//    printGLString("Extensions", GL_EXTENSIONS);
//
//    return 1;
//}

//void free_gl_surface(void)
//{
//    if (eglDisplay != EGL_NO_DISPLAY)
//    {
//        eglMakeCurrent( EGL_NO_DISPLAY, EGL_NO_SURFACE,
//                EGL_NO_SURFACE, EGL_NO_CONTEXT );
//        eglDestroyContext( eglDisplay, eglContext );
//        eglDestroySurface( eglDisplay, eglSurface );
//        eglTerminate( eglDisplay );
//        eglDisplay = EGL_NO_DISPLAY;
//    }
//}

void init_scene(void)
{
    glDisable(GL_DITHER);
    glEnable(GL_CULL_FACE);
    float ratio = 320.0f / 480.0f;
    glViewport(0, 0, 320, 480);
    glMatrixMode(GL_PROJECTION);
    glLoadIdentity();
    glFrustumf(-ratio, ratio, -1, 1, 1, 10);
    glMatrixMode(GL_MODELVIEW);
    glLoadIdentity();
    gluLookAt(
            0, 0, 3,  // eye
            0, 0, 0,  // center
            0, 1, 0); // up
    glEnable(GL_TEXTURE_2D);
    glEnableClientState(GL_VERTEX_ARRAY);
    glEnableClientState(GL_TEXTURE_COORD_ARRAY);
}

void create_texture(void)
{
    const unsigned int on = 0xff0000ff;
    const unsigned int off = 0xffffffff;
    const unsigned int pixels[] =
    {
            on, off, on, off, on, off, on, off,
            off, on, off, on, off, on, off, on,
            on, off, on, off, on, off, on, off,
            off, on, off, on, off, on, off, on,
            on, off, on, off, on, off, on, off,
            off, on, off, on, off, on, off, on,
            on, off, on, off, on, off, on, off,
            off, on, off, on, off, on, off, on,
    };

    glGenTextures(1, &texture);
    glBindTexture(GL_TEXTURE_2D, texture);
    glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 8, 8, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
    glTexParameterx(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
    glTexParameterx(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
    glTexEnvx(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
}

int renderFrame(int w,int h)
{

    GLint dim = w<h ? w : h;


    GLint crop[4] = { 0, 4, 4, -4 };
    glBindTexture(GL_TEXTURE_2D, 0);
    glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_CROP_RECT_OES, crop);
    glTexParameterx(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
    glTexParameterx(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
    glTexParameterx(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
    glTexParameterx(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
    glTexEnvx(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
    glEnable(GL_TEXTURE_2D);
    glColor4f(1,1,1,1);

    // packing is always 4
    uint8_t t8[]  = {
            0x00, 0x55, 0x00, 0x55,
            0xAA, 0xFF, 0xAA, 0xFF,
            0x00, 0x55, 0x00, 0x55,
            0xAA, 0xFF, 0xAA, 0xFF  };

    uint16_t t16[]  = {
            0x0000, 0x5555, 0x0000, 0x5555,
            0xAAAA, 0xFFFF, 0xAAAA, 0xFFFF,
            0x0000, 0x5555, 0x0000, 0x5555,
            0xAAAA, 0xFFFF, 0xAAAA, 0xFFFF  };

    uint16_t t5551[]  = {
            0x0000, 0xFFFF, 0x0000, 0xFFFF,
            0xFFFF, 0x0000, 0xFFFF, 0x0000,
            0x0000, 0xFFFF, 0x0000, 0xFFFF,
            0xFFFF, 0x0000, 0xFFFF, 0x0000  };

    uint32_t t32[]  = {
            0xFF000000, 0xFF0000FF, 0xFF00FF00, 0xFFFF0000,
            0xFF00FF00, 0xFFFF0000, 0xFF000000, 0xFF0000FF,
            0xFF00FFFF, 0xFF00FF00, 0x00FF00FF, 0xFFFFFF00,
            0xFF000000, 0xFFFF00FF, 0xFF00FFFF, 0xFFFFFFFF
    };


    glClear(GL_COLOR_BUFFER_BIT);
    glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE, 4, 4, 0, GL_LUMINANCE, GL_UNSIGNED_BYTE, t8);
    glDrawTexiOES(0, 0, 0, dim/2, dim/2);

    glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 4, 4, 0, GL_RGB, GL_UNSIGNED_SHORT_5_6_5, t16);
    glDrawTexiOES(dim/2, 0, 0, dim/2, dim/2);

    glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 4, 4, 0, GL_RGBA, GL_UNSIGNED_SHORT_4_4_4_4, t16);
    glDrawTexiOES(0, dim/2, 0, dim/2, dim/2);

    glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 4, 4, 0, GL_RGBA, GL_UNSIGNED_BYTE, t32);
    glDrawTexiOES(dim/2, dim/2, 0, dim/2, dim/2);


//
//    int i, j;
//    int quads = 1;
//
//    const GLfloat vertices[] = {
//            -1,  -1,  0,
//             1,  -1,  0,
//             1,   1,  0,
//            -1,   1,  0
//    };
//
//    const GLfixed texCoords[] = {
//            0,            0,
//            FIXED_ONE,    0,
//            FIXED_ONE,    FIXED_ONE,
//            0,            FIXED_ONE
//    };
//
//    const GLushort indices[] = { 0, 1, 2,  0, 2, 3 };
//
//    glVertexPointer(3, GL_FLOAT, 0, vertices);
//    glTexCoordPointer(2, GL_FIXED, 0, texCoords);
//    glClearColor(1.0, 1.0, 1.0, 1.0);
//    int nelem = sizeof(indices)/sizeof(indices[0]);
//    glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
//    glDrawElements(GL_TRIANGLES, nelem, GL_UNSIGNED_SHORT, indices);
//    eglSwapBuffers(eglDisplay, eglSurface);
}
